Vulkan Memory Allocator
|
Interleaved allocations and deallocations of many objects of varying size can cause fragmentation over time, which can lead to a situation where the library is unable to find a continuous range of free memory for a new allocation despite there is enough free space, just scattered across many small free ranges between existing allocations.
To mitigate this problem, you can use defragmentation feature. It doesn't happen automatically thought and needs your cooperation, because VMA is a low level library that only allocates memory. It cannot recreate buffers and images in a new place as it doesn't remember the contents of VkBufferCreateInfo
/ VkImageCreateInfo
structures. It cannot copy their contents as it doesn't record any commands to a command buffer.
Example:
You can defragment a specific custom pool by setting VmaDefragmentationInfo::pool (like in the example above) or all the default pools by setting this member to null.
Unlike in previous iterations of the defragmentation API, there is no list of "movable" allocations passed as a parameter. Defragmentation algorithm tries to move all suitable allocations. You can, however, refuse to move some of them inside a defragmentation pass, by setting pass.pMoves[i].operation
to VMA_DEFRAGMENTATION_MOVE_OPERATION_IGNORE. However, this is not recommended and may result in suboptimal packing of the allocations after defragmentation. If you cannot ensure any allocation can be moved, it is better to keep movable allocations separate in a custom pool.
You can also decide to destroy an allocation instead of moving it. You should then set pass.pMoves[i].operation
to VMA_DEFRAGMENTATION_MOVE_OPERATION_DESTROY.
You can perform the defragmentation incrementally to limit the number of allocations and bytes to be moved in each pass, e.g. to call it in sync with render frames and not to experience too big hitches. See members: VmaDefragmentationInfo::maxBytesPerPass, VmaDefragmentationInfo::maxAllocationsPerPass.
It is also safe to perform the defragmentation asynchronously to render frames and other Vulkan and VMA usage, possibly from multiple threads, with the exception that allocations returned in VmaDefragmentationPassMoveInfo::pMoves shouldn't be destroyed until the defragmentation pass is ended.